//public GameFile( GameFileManager nManager, int nID, string nAssetName ) //{ // manager = nManager; // id = nID; // assetName = nAssetName; // version = 0; // serverVersion = -1; // serverHash = null; // state = GameFileState.OutOfDate; // if ( IsClientGameFile() ) state = GameFileState.UpToDate; //} /// <summary> /// Note: this was originally Debug only, but it will probably be used in the engine for preprocessing for example in the ColladaModel class /// DEBUG ONLY! This creates a gamefile that is not managed by the engine. /// </summary> /// <param name="fileName"></param> public GameFile(string fullfilename) { //manager = null; id = -2; assetName = fullfilename; version = 0; serverVersion = -1; serverHash = null; state = GameFileState.UpToDate; if (version == 0) { } }
public void Dispose() { state = GameFileState.Disposed; }